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Inheritance diagram for ndBodySentinel:</div>
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<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="inherited"></a>
Additional Inherited Members</h2></td></tr>
<tr class="inherit_header pub_methods_classnd_body_kinematic"><td colspan="2" onclick="javascript:toggleInherit('pub_methods_classnd_body_kinematic')"><img src="closed.png" alt="-"/>&#160;Public Member Functions inherited from <a class="el" href="classnd_body_kinematic.html">ndBodyKinematic</a></td></tr>
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&#160;</td><td class="memItemRight" valign="bottom"><b>D_CLASS_REFLECTION</b> (<a class="el" href="classnd_body_kinematic.html">ndBodyKinematic</a>)</td></tr>
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D_COLLISION_API&#160;</td><td class="memItemRight" valign="bottom"><b>ndBodyKinematic</b> (const <a class="el" href="classnd_load_save_base_1_1nd_load_descriptor.html">ndLoadSaveBase::ndLoadDescriptor</a> &amp;desc)</td></tr>
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<a class="el" href="classnd_scene.html">ndScene</a> *&#160;</td><td class="memItemRight" valign="bottom"><b>GetScene</b> () const</td></tr>
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ndUnsigned32&#160;</td><td class="memItemRight" valign="bottom"><b>GetIndex</b> () const</td></tr>
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ndFloat32&#160;</td><td class="memItemRight" valign="bottom"><b>GetInvMass</b> () const</td></tr>
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const <a class="el" href="classnd_vector.html">ndVector</a> &amp;&#160;</td><td class="memItemRight" valign="bottom"><b>GetMassMatrix</b> () const</td></tr>
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bool&#160;</td><td class="memItemRight" valign="bottom"><b>GetSleepState</b> () const</td></tr>
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void&#160;</td><td class="memItemRight" valign="bottom"><b>RestoreSleepState</b> (bool state)</td></tr>
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D_COLLISION_API void&#160;</td><td class="memItemRight" valign="bottom"><b>SetSleepState</b> (bool state)</td></tr>
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bool&#160;</td><td class="memItemRight" valign="bottom"><b>GetAutoSleep</b> () const</td></tr>
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void&#160;</td><td class="memItemRight" valign="bottom"><b>SetAutoSleep</b> (bool state)</td></tr>
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ndFloat32&#160;</td><td class="memItemRight" valign="bottom"><b>GetMaxLinearStep</b> () const</td></tr>
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ndFloat32&#160;</td><td class="memItemRight" valign="bottom"><b>GetMaxAngularStep</b> () const</td></tr>
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void&#160;</td><td class="memItemRight" valign="bottom"><b>SetDebugMaxLinearAndAngularIntegrationStep</b> (ndFloat32 angleInRadian, ndFloat32 stepInUnitPerSeconds)</td></tr>
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virtual ndFloat32&#160;</td><td class="memItemRight" valign="bottom"><b>GetLinearDamping</b> () const</td></tr>
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virtual void&#160;</td><td class="memItemRight" valign="bottom"><b>SetLinearDamping</b> (ndFloat32 linearDamp)</td></tr>
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virtual <a class="el" href="classnd_vector.html">ndVector</a>&#160;</td><td class="memItemRight" valign="bottom"><b>GetCachedDamping</b> () const</td></tr>
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virtual <a class="el" href="classnd_vector.html">ndVector</a>&#160;</td><td class="memItemRight" valign="bottom"><b>GetAngularDamping</b> () const</td></tr>
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virtual void&#160;</td><td class="memItemRight" valign="bottom"><b>SetAngularDamping</b> (const <a class="el" href="classnd_vector.html">ndVector</a> &amp;angularDamp)</td></tr>
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D_COLLISION_API <a class="el" href="classnd_shape_instance.html">ndShapeInstance</a> &amp;&#160;</td><td class="memItemRight" valign="bottom"><b>GetCollisionShape</b> ()</td></tr>
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D_COLLISION_API const <a class="el" href="classnd_shape_instance.html">ndShapeInstance</a> &amp;&#160;</td><td class="memItemRight" valign="bottom"><b>GetCollisionShape</b> () const</td></tr>
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virtual D_COLLISION_API void&#160;</td><td class="memItemRight" valign="bottom"><b>SetCollisionShape</b> (const <a class="el" href="classnd_shape_instance.html">ndShapeInstance</a> &amp;shapeInstance)</td></tr>
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virtual D_COLLISION_API bool&#160;</td><td class="memItemRight" valign="bottom"><b>RayCast</b> (<a class="el" href="classnd_ray_cast_notify.html">ndRayCastNotify</a> &amp;callback, const <a class="el" href="classnd_fast_ray.html">ndFastRay</a> &amp;ray, const ndFloat32 maxT) const</td></tr>
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D_COLLISION_API <a class="el" href="classnd_vector.html">ndVector</a>&#160;</td><td class="memItemRight" valign="bottom"><b>CalculateLinearMomentum</b> () const</td></tr>
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virtual D_COLLISION_API <a class="el" href="classnd_vector.html">ndVector</a>&#160;</td><td class="memItemRight" valign="bottom"><b>CalculateAngularMomentum</b> () const</td></tr>
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D_COLLISION_API ndFloat32&#160;</td><td class="memItemRight" valign="bottom"><b>TotalEnergy</b> () const</td></tr>
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D_COLLISION_API <a class="el" href="classnd_matrix.html">ndMatrix</a>&#160;</td><td class="memItemRight" valign="bottom"><b>CalculateInertiaMatrix</b> () const</td></tr>
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virtual D_COLLISION_API <a class="el" href="classnd_matrix.html">ndMatrix</a>&#160;</td><td class="memItemRight" valign="bottom"><b>CalculateInvInertiaMatrix</b> () const</td></tr>
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virtual D_COLLISION_API void&#160;</td><td class="memItemRight" valign="bottom"><b>IntegrateVelocity</b> (ndFloat32 timestep)</td></tr>
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virtual D_COLLISION_API void&#160;</td><td class="memItemRight" valign="bottom"><b>Save</b> (const <a class="el" href="classnd_load_save_base_1_1nd_save_descriptor.html">ndLoadSaveBase::ndSaveDescriptor</a> &amp;desc) const</td></tr>
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void&#160;</td><td class="memItemRight" valign="bottom"><b>UpdateInvInertiaMatrix</b> ()</td></tr>
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void&#160;</td><td class="memItemRight" valign="bottom"><b>SetMassMatrix</b> (const <a class="el" href="classnd_vector.html">ndVector</a> &amp;massMatrix)</td></tr>
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void&#160;</td><td class="memItemRight" valign="bottom"><b>SetMassMatrix</b> (ndFloat32 mass, const <a class="el" href="classnd_shape_instance.html">ndShapeInstance</a> &amp;shapeInstance)</td></tr>
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void&#160;</td><td class="memItemRight" valign="bottom"><b>SetMassMatrix</b> (ndFloat32 Ixx, ndFloat32 Iyy, ndFloat32 Izz, ndFloat32 mass)</td></tr>
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virtual D_COLLISION_API void&#160;</td><td class="memItemRight" valign="bottom"><b>SetMassMatrix</b> (ndFloat32 mass, const <a class="el" href="classnd_matrix.html">ndMatrix</a> &amp;inertia)</td></tr>
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void&#160;</td><td class="memItemRight" valign="bottom"><b>GetMassMatrix</b> (ndFloat32 &amp;Ixx, ndFloat32 &amp;Iyy, ndFloat32 &amp;Izz, ndFloat32 &amp;mass)</td></tr>
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D_COLLISION_API void&#160;</td><td class="memItemRight" valign="bottom"><b>SetMatrixUpdateScene</b> (const <a class="el" href="classnd_matrix.html">ndMatrix</a> &amp;matrix)</td></tr>
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virtual D_COLLISION_API <a class="el" href="classnd_contact.html">ndContact</a> *&#160;</td><td class="memItemRight" valign="bottom"><b>FindContact</b> (const <a class="el" href="classnd_body.html">ndBody</a> *const otherBody) const</td></tr>
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virtual <a class="el" href="classnd_body_kinematic.html">ndBodyKinematic</a> *&#160;</td><td class="memItemRight" valign="bottom"><b>GetAsBodyKinematic</b> ()</td></tr>
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<a class="el" href="classnd_skeleton_container.html">ndSkeletonContainer</a> *&#160;</td><td class="memItemRight" valign="bottom"><b>GetSkeleton</b> () const</td></tr>
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void&#160;</td><td class="memItemRight" valign="bottom"><b>SetSkeleton</b> (<a class="el" href="classnd_skeleton_container.html">ndSkeletonContainer</a> *const skeleton)</td></tr>
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virtual <a class="el" href="classnd_vector.html">ndVector</a>&#160;</td><td class="memItemRight" valign="bottom"><b>GetForce</b> () const</td></tr>
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virtual <a class="el" href="classnd_vector.html">ndVector</a>&#160;</td><td class="memItemRight" valign="bottom"><b>GetTorque</b> () const</td></tr>
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virtual void&#160;</td><td class="memItemRight" valign="bottom"><b>SetForce</b> (const <a class="el" href="classnd_vector.html">ndVector</a> &amp;force)</td></tr>
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virtual void&#160;</td><td class="memItemRight" valign="bottom"><b>SetTorque</b> (const <a class="el" href="classnd_vector.html">ndVector</a> &amp;torque)</td></tr>
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virtual void&#160;</td><td class="memItemRight" valign="bottom"><b>AddImpulse</b> (const <a class="el" href="classnd_vector.html">ndVector</a> &amp;pointVeloc, const <a class="el" href="classnd_vector.html">ndVector</a> &amp;pointPosit, ndFloat32 timestep)</td></tr>
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virtual void&#160;</td><td class="memItemRight" valign="bottom"><b>ApplyImpulsePair</b> (const <a class="el" href="classnd_vector.html">ndVector</a> &amp;linearImpulse, const <a class="el" href="classnd_vector.html">ndVector</a> &amp;angularImpulse, ndFloat32 timestep)</td></tr>
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virtual void&#160;</td><td class="memItemRight" valign="bottom"><b>ApplyImpulsesAtPoint</b> (ndInt32 count, const <a class="el" href="classnd_vector.html">ndVector</a> *const impulseArray, const <a class="el" href="classnd_vector.html">ndVector</a> *const pointArray, ndFloat32 timestep)</td></tr>
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<a class="el" href="classnd_vector.html">ndVector</a>&#160;</td><td class="memItemRight" valign="bottom"><b>GetAccel</b> () const</td></tr>
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<a class="el" href="classnd_vector.html">ndVector</a>&#160;</td><td class="memItemRight" valign="bottom"><b>GetAlpha</b> () const</td></tr>
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void&#160;</td><td class="memItemRight" valign="bottom"><b>SetAccel</b> (const <a class="el" href="classnd_vector.html">ndVector</a> &amp;accel)</td></tr>
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void&#160;</td><td class="memItemRight" valign="bottom"><b>SetAlpha</b> (const <a class="el" href="classnd_vector.html">ndVector</a> &amp;alpha)</td></tr>
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<a class="el" href="classnd_body_kinematic_1_1nd_contact_map.html">ndContactMap</a> &amp;&#160;</td><td class="memItemRight" valign="bottom"><b>GetContactMap</b> ()</td></tr>
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const <a class="el" href="classnd_body_kinematic_1_1nd_contact_map.html">ndContactMap</a> &amp;&#160;</td><td class="memItemRight" valign="bottom"><b>GetContactMap</b> () const</td></tr>
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const <a class="el" href="classnd_body_kinematic_1_1nd_joint_list.html">ndJointList</a> &amp;&#160;</td><td class="memItemRight" valign="bottom"><b>GetJointList</b> () const</td></tr>
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<tr class="inherit_header pub_methods_classnd_body"><td colspan="2" onclick="javascript:toggleInherit('pub_methods_classnd_body')"><img src="closed.png" alt="-"/>&#160;Public Member Functions inherited from <a class="el" href="classnd_body.html">ndBody</a></td></tr>
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&#160;</td><td class="memItemRight" valign="bottom"><b>D_CLASS_REFLECTION</b> (<a class="el" href="classnd_body.html">ndBody</a>)</td></tr>
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D_COLLISION_API&#160;</td><td class="memItemRight" valign="bottom"><b>ndBody</b> (const <a class="el" href="classnd_load_save_base_1_1nd_load_descriptor.html">ndLoadSaveBase::ndLoadDescriptor</a> &amp;desc)</td></tr>
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virtual <a class="el" href="classnd_body.html">ndBody</a> *&#160;</td><td class="memItemRight" valign="bottom"><b>GetAsBody</b> ()</td></tr>
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virtual <a class="el" href="classnd_body_dynamic.html">ndBodyDynamic</a> *&#160;</td><td class="memItemRight" valign="bottom"><b>GetAsBodyDynamic</b> ()</td></tr>
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virtual <a class="el" href="classnd_body_sph_fluid.html">ndBodySphFluid</a> *&#160;</td><td class="memItemRight" valign="bottom"><b>GetAsBodySphFluid</b> ()</td></tr>
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virtual <a class="el" href="classnd_body_particle_set.html">ndBodyParticleSet</a> *&#160;</td><td class="memItemRight" valign="bottom"><b>GetAsBodyParticleSet</b> ()</td></tr>
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virtual <a class="el" href="classnd_body_player_capsule.html">ndBodyPlayerCapsule</a> *&#160;</td><td class="memItemRight" valign="bottom"><b>GetAsBodyPlayerCapsule</b> ()</td></tr>
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virtual <a class="el" href="classnd_body_trigger_volume.html">ndBodyTriggerVolume</a> *&#160;</td><td class="memItemRight" valign="bottom"><b>GetAsBodyTriggerVolume</b> ()</td></tr>
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virtual <a class="el" href="classnd_body_kinematic_base.html">ndBodyKinematicBase</a> *&#160;</td><td class="memItemRight" valign="bottom"><b>GetAsBodyKinematicSpecial</b> ()</td></tr>
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ndUnsigned32&#160;</td><td class="memItemRight" valign="bottom"><b>GetId</b> () const</td></tr>
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void&#160;</td><td class="memItemRight" valign="bottom"><b>GetAABB</b> (<a class="el" href="classnd_vector.html">ndVector</a> &amp;p0, <a class="el" href="classnd_vector.html">ndVector</a> &amp;p1) const</td></tr>
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const <a class="el" href="classnd_vector.html">ndVector</a> &amp;&#160;</td><td class="memItemRight" valign="bottom"><b>GetCentreOfMass</b> () const</td></tr>
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virtual D_COLLISION_API void&#160;</td><td class="memItemRight" valign="bottom"><b>SetCentreOfMass</b> (const <a class="el" href="classnd_vector.html">ndVector</a> &amp;com)</td></tr>
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<a class="el" href="classnd_body_notify.html">ndBodyNotify</a> *&#160;</td><td class="memItemRight" valign="bottom"><b>GetNotifyCallback</b> () const</td></tr>
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<a class="el" href="classnd_vector.html">ndVector</a>&#160;</td><td class="memItemRight" valign="bottom"><b>GetOmega</b> () const</td></tr>
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<a class="el" href="classnd_matrix.html">ndMatrix</a>&#160;</td><td class="memItemRight" valign="bottom"><b>GetMatrix</b> () const</td></tr>
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<a class="el" href="classnd_vector.html">ndVector</a>&#160;</td><td class="memItemRight" valign="bottom"><b>GetVelocity</b> () const</td></tr>
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<a class="el" href="classnd_vector.html">ndVector</a>&#160;</td><td class="memItemRight" valign="bottom"><b>GetPosition</b> () const</td></tr>
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<a class="el" href="classnd_quaternion.html">ndQuaternion</a>&#160;</td><td class="memItemRight" valign="bottom"><b>GetRotation</b> () const</td></tr>
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<a class="el" href="classnd_vector.html">ndVector</a>&#160;</td><td class="memItemRight" valign="bottom"><b>GetGlobalGetCentreOfMass</b> () const</td></tr>
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virtual D_COLLISION_API void&#160;</td><td class="memItemRight" valign="bottom"><b>SetNotifyCallback</b> (<a class="el" href="classnd_body_notify.html">ndBodyNotify</a> *const notify)</td></tr>
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virtual D_COLLISION_API void&#160;</td><td class="memItemRight" valign="bottom"><b>SetOmega</b> (const <a class="el" href="classnd_vector.html">ndVector</a> &amp;veloc)</td></tr>
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virtual D_COLLISION_API void&#160;</td><td class="memItemRight" valign="bottom"><b>SetVelocity</b> (const <a class="el" href="classnd_vector.html">ndVector</a> &amp;veloc)</td></tr>
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virtual D_COLLISION_API void&#160;</td><td class="memItemRight" valign="bottom"><b>SetMatrix</b> (const <a class="el" href="classnd_matrix.html">ndMatrix</a> &amp;matrix)</td></tr>
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D_COLLISION_API <a class="el" href="classnd_vector.html">ndVector</a>&#160;</td><td class="memItemRight" valign="bottom"><b>GetVelocityAtPoint</b> (const <a class="el" href="classnd_vector.html">ndVector</a> &amp;point) const</td></tr>
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D_COLLISION_API void&#160;</td><td class="memItemRight" valign="bottom"><b>SetOmegaNoSleep</b> (const <a class="el" href="classnd_vector.html">ndVector</a> &amp;veloc)</td></tr>
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D_COLLISION_API void&#160;</td><td class="memItemRight" valign="bottom"><b>SetVelocityNoSleep</b> (const <a class="el" href="classnd_vector.html">ndVector</a> &amp;veloc)</td></tr>
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D_COLLISION_API void&#160;</td><td class="memItemRight" valign="bottom"><b>SetMatrixNoSleep</b> (const <a class="el" href="classnd_matrix.html">ndMatrix</a> &amp;matrix)</td></tr>
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D_COLLISION_API void&#160;</td><td class="memItemRight" valign="bottom"><b>SetMatrixAndCentreOfMass</b> (const <a class="el" href="classnd_quaternion.html">ndQuaternion</a> &amp;rotation, const <a class="el" href="classnd_vector.html">ndVector</a> &amp;globalcom)</td></tr>
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<tr class="inherit_header pub_methods_classnd_free_list_alloc"><td colspan="2" onclick="javascript:toggleInherit('pub_methods_classnd_free_list_alloc')"><img src="closed.png" alt="-"/>&#160;Public Member Functions inherited from <a class="el" href="classnd_free_list_alloc.html">ndFreeListAlloc</a></td></tr>
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D_CORE_API void *&#160;</td><td class="memItemRight" valign="bottom"><b>operator new</b> (size_t size)</td></tr>
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D_CORE_API void&#160;</td><td class="memItemRight" valign="bottom"><b>operator delete</b> (void *ptr)</td></tr>
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static void&#160;</td><td class="memItemRight" valign="bottom"><b>FlushFreeList</b> (ndInt32 size)</td></tr>
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static D_CORE_API void&#160;</td><td class="memItemRight" valign="bottom"><b>Flush</b> ()</td></tr>
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static D_CORE_API void&#160;</td><td class="memItemRight" valign="bottom"><b>Flush</b> (ndInt32 size)</td></tr>
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<tr class="inherit_header pro_methods_classnd_body_kinematic"><td colspan="2" onclick="javascript:toggleInherit('pro_methods_classnd_body_kinematic')"><img src="closed.png" alt="-"/>&#160;Protected Member Functions inherited from <a class="el" href="classnd_body_kinematic.html">ndBodyKinematic</a></td></tr>
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virtual D_COLLISION_API void&#160;</td><td class="memItemRight" valign="bottom"><b>AttachContact</b> (<a class="el" href="classnd_contact.html">ndContact</a> *const contact)</td></tr>
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virtual D_COLLISION_API void&#160;</td><td class="memItemRight" valign="bottom"><b>DetachContact</b> (<a class="el" href="classnd_contact.html">ndContact</a> *const contact)</td></tr>
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virtual D_COLLISION_API void&#160;</td><td class="memItemRight" valign="bottom"><b>DetachJoint</b> (ndJointList::ndNode *const node)</td></tr>
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virtual D_COLLISION_API ndJointList::ndNode *&#160;</td><td class="memItemRight" valign="bottom"><b>AttachJoint</b> (<a class="el" href="classnd_joint_bilateral_constraint.html">ndJointBilateralConstraint</a> *const joint)</td></tr>
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virtual D_COLLISION_API void&#160;</td><td class="memItemRight" valign="bottom"><b>IntegrateExternalForce</b> (ndFloat32 timestep)</td></tr>
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void&#160;</td><td class="memItemRight" valign="bottom"><b>SetAccel</b> (const <a class="el" href="classnd_jacobian.html">ndJacobian</a> &amp;accel)</td></tr>
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virtual void&#160;</td><td class="memItemRight" valign="bottom"><b>SpecialUpdate</b> (ndFloat32 timestep)</td></tr>
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virtual void&#160;</td><td class="memItemRight" valign="bottom"><b>IntegrateGyroSubstep</b> (const <a class="el" href="classnd_vector.html">ndVector</a> &amp;timestep)</td></tr>
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virtual void&#160;</td><td class="memItemRight" valign="bottom"><b>ApplyExternalForces</b> (ndInt32 threadIndex, ndFloat32 timestep)</td></tr>
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virtual <a class="el" href="classnd_jacobian.html">ndJacobian</a>&#160;</td><td class="memItemRight" valign="bottom"><b>IntegrateForceAndToque</b> (const <a class="el" href="classnd_vector.html">ndVector</a> &amp;force, const <a class="el" href="classnd_vector.html">ndVector</a> &amp;torque, const <a class="el" href="classnd_vector.html">ndVector</a> &amp;timestep) const</td></tr>
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void&#160;</td><td class="memItemRight" valign="bottom"><b>UpdateCollisionMatrix</b> ()</td></tr>
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void&#160;</td><td class="memItemRight" valign="bottom"><b>PrepareStep</b> (ndInt32 index)</td></tr>
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void&#160;</td><td class="memItemRight" valign="bottom"><b>SetSceneNodes</b> (<a class="el" href="classnd_scene.html">ndScene</a> *const scene, ndBodyListView::ndNode *const node)</td></tr>
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virtual void&#160;</td><td class="memItemRight" valign="bottom"><b>AddDampingAcceleration</b> (ndFloat32 timestep)</td></tr>
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virtual D_COLLISION_API void&#160;</td><td class="memItemRight" valign="bottom"><b>EvaluateSleepState</b> (ndFloat32 freezeSpeed2, ndFloat32 freezeAccel2)</td></tr>
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<tr class="inherit_header pro_static_methods_classnd_body"><td colspan="2" onclick="javascript:toggleInherit('pro_static_methods_classnd_body')"><img src="closed.png" alt="-"/>&#160;Static Protected Member Functions inherited from <a class="el" href="classnd_body.html">ndBody</a></td></tr>
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